Jump to content

cl10k

Member
  • Content Count

    113
  • Joined

  • Last visited

  • Medals

Everything posted by cl10k

  1. cl10k

    Unmanned Robots

    there is an excellent uav in the bw-mod fennek addon.
  2. cl10k

    Tripods?

    agreed with wildo and plaintiff...!!!! i'm out...
  3. cl10k

    Tripods?

    i think this community prooved that nothing is impossible...
  4. cl10k

    Tripods?

    hey kyle, your pic is so damn funny. sehr geil...!
  5. cl10k

    Tripods?

    i really appreciate c&c mod but i think without being offensive their animation was not that convincing... i think we all could learn alot from the grumman plane... its "open source" and the community is helping to finish the model - i think this is the way to go.... so people post some reference pics...
  6. cl10k

    Tripods?

    hi folks, i think that was enough flaming here. lets get a bit more productive... some people seem to be really interested in having the tripods ingame therefore i think we should collect some reference material first... so plz post all the pics u have...
  7. cl10k

    Stargate Mod Released

    ship looks nice, but what is the poylcount? it looks like you modelled most of the greebles which is in my opinion overkill. use a good texture instead...
  8. cl10k

    Tripods?

    i can only repeat myself... i would try to model the tripod and i think i can do a good one, but i am not going to texture or animate... and first are my exams - sooo if you wait we can do it together...
  9. cl10k

    Tripods?

    is think its unrealistic to say: get o2 and some tuts and start modelling... it took me years to learn modelling in maya and there are more tuts around than for o2... i would give the tripods a try, but first i have to pass my exams (2 months to go), after that i need to finished my vodnik and then i can try to model (!!! no texturing -i hate it -and no scripting/animating i hate them too) the tripod. so wenker get someone to texture, script and animate and we will have a tripod (in two months...)
  10. cl10k

    Grumman j2f

    damn damn damn this is so beautyful.... best looking model i have seen so far in opf outstandig work but please tell us the polycount and what texturesizes you used
  11. cl10k

    GAZ 3937 Vodnik

    just for those who are interested: the vodnik is still alive  a-level exams are in some weeks therefore i cant work on anything till i finished those but there will be lots of time afterwards... i dont want to leave without posting a single pic... i have been playing with photoshops emboss to get some detail on an extra layer, still very wip but let me know what you think... (are those highlights too exaggerated?) kind regards... http://img161.imageshack.us/img161....MG]
  12. cl10k

    Dynamic tracks

    nice idea... which engine did you use? i tried something similar with maya-dynamics, but like you said you need a lot of power to count all the dependencies... i think we have to wait some years btw: if your interested in dynamics, have you seen melbotwars? a nice project for maya... just google for it and you'll find some interesting vids...
  13. cl10k

    GAZ 3937 Vodnik

    thank you hellfish!!!! i collected more than 200 pics of the vodnik but i didnt know those. @bobcatt: hope you dont mind that i model the vodnik. i had already started modeling when i realized that you were making this baby already...
  14. cl10k

    GAZ 3937 Vodnik

    @everyone: thank you !!!!  it's very nice to get such a feedback!!! it keeps me motivated!!! @StealthTiger: those tanks look perfect - i will try to make my camo as similar as i can do it. it always annoyed me that many russian models look so differently textured - so good idea!!! @ lotekk: good to see you back i was already missing your comments on my polycount  one last question: is there any tutorial how marfy for example or the great csla did those mudd-textures? i tried it today and mine looked like sh*t.
  15. cl10k

    GAZ 3937 Vodnik

    as this is my first opf-modell i will concentrate on finishing it first... but if i still have the patience i will start on this chassis too: after having both chassis it becomes easy making different versions of the vodnik cause 2/3 of all modells base on those two chassis - just the container in the back is changed there is just one more model (if at all i'll do this one last): ... but first i need some information on russian camo - it seems that they have many different patterns - i still wonder which patterns are used by the regular red army for summer, winter and desert.. Â does anyone have some reliable information
  16. cl10k

    FOR WH40K fan

    Hey folks, i just wanted to tell you that i am very impressed by your work. first of all your units look very very nice and at least to me very authentic... please keep up that fantastic work Â
  17. cl10k

    GAZ 3937 Vodnik

    Hello again, i have some questions about russian camo. I checked the internet but i was unable to find a good source about it. You find lots about russian uniforms but only rare information about camo used on cars, tanks, etc... I found something on: panzerbaer.de but i am still unsure. So does anyone know what the regular russian pendants to summer, winter and desert camo definetly look like? these are the only tiny images i found, which are similar to the camo seen on the vodnik photos shown on the previous page: about the vodnik: i finished modelling and reached 4305 tris for the first lod. I am concentrating on textures now because i am tired of modelling and need some change... Â here's my first shot at it. everything is still very beta. i am planning to make two textures, one with 1024^2 or 2048^2 and one with 512^2...
  18. cl10k

    GAZ 3937 Vodnik

    Hey Kyle thanks for your help! But dont worry about modeling - i know how to model - i just dont have a clue about engine-limitations of opf... So you said it is possible to detect how a car was destroyed. The problem is, the vodnik is armored agains 7.62mm nato standard ammo - so only mines, rpg, tankguns  or maybe big calibers like the barret or 20mm guns would be a threat. How is flashpoint administrating those different ammos? If you say its possible to differ between them (as being responsible for the cars destruction) i will model 3 different destroyed vodniks (mines, big rifles like barret and rpg's)...
  19. cl10k

    GAZ 3937 Vodnik

    Hey Kyle thank you for answering my questions!!! Â please let me refer to my first question again. I know the basics about lod's and i wonder Why is everybody using ugly models for the "damage"geometry when you could have a model like Wilcos "damaged BRDM2. I assumed that there is some kind of restriction (maybe a very low polycount or something) but please again: i can use whatever model i want for the "damage"-geometry?!? And this damaged model can have different lod's for keeping the performance good?!? So the world will be saved from ugly brown destroyed tanks? How can this be done? conventional like normal BIS models just with more detail to the responsible LOD or do i need to replace my original model at the moment of destruction? dont get me wrong... but sometimes its hard for me to get the point clear in english about the lamp: i imagined something like "use searchlight" in the action menu and then you can use the light similar to a mounted mg... Also it would be fantastic if you could help me with the scripting cause i dont have a clue besides brrssseb's tutorials. Â Â and there is a second seat in the drivers cabin... But finishing the model(s) will still take some time... i haven' even started on the textures yet and will try and optimize all the lods for having good performance ingame!
  20. cl10k

    GAZ 3937 Vodnik

    Hi folks, me again with some questions... 1. Is it possible to have more then one  lod for the damaged car? i would like to model some nice detailed destruction for closeups and some less detailed lods for bigger distances ... Wilco's Destroyed BRDM 2 - is it possible to use such a detailed model? 2. There is a light on top of the driver, is it possible to animate it (rotation...)  via the action menu?? 3. Is it possible to find out how a car was destroyed? (rpg, mg..) or at least how "hard" the killing hit was? I would like to make at least 2 damaged models - one destroyed by smaller weapons and one for rpg attacks... but i have to know first if it's possible 4. Which camo would you like to see?  Plz choose one @lotekk you are right regarding the bevels. I tried the car ingame and those bevels where barely noticable. already deleted...
  21. cl10k

    GAZ 3937 Vodnik

    Thanks @everyone!!! i already had those pics - atm i'm searching for pics of the interior of the drivers cabin... but thx anyway @lotekk which one was the beveled egde??
  22. cl10k

    GAZ 3937 Vodnik

    again some small progress reduced polycount a bit - but there's still enough room for optimization - wheels and lamp are still temp and i'm also not sure about the interior - how do they get 9 soldiers in the back ?
  23. cl10k

    LLW presents...

    looking good some really !!!! nice stuff for my eyes (great textures! ) and nice input for my brain - i guess i can skip my history lesson at school today - looking forward to it!!! Â
  24. cl10k

    GAZ 3937 Vodnik

    ok you got me !!! i think the right one is really beveled... but all those beveled edges just added ~ 200 tris to the whole model. the idea was to use them just for the first lod - the second lod will already have sharp edges with textures doing the job. the reason was that sharp edges (in closeup) look very unnatural. the opf lightmodel is too simple to achieve a convincing effect - it looks too artificial with textures when lighsources are moving... but i kept a version without bevel. sharp edges is what i always hated about rt-engines... i am too used to model without considering polycount  but i will learn sensei  but i see your point and i fear that you are right ... my problem are the handles, please dont tell anyone but those 9 handles have eaten  more than 2250 tris - i need to cut those. i tried it and i think i can go down to around 1000 tris for them - there are some more details i could cut back resulting in loosing ~ 650 tris. also i think that its a good way to model freely without too many restrictions and optimizing that later... but critics are always  !!!! edit: ha the grandwizard of optimization strikes again  - reached 4600 tris by just reducing the handles  i also completed the interior of the "passenger cabin" and started on the drivers cabin
  25. cl10k

    GAZ 3937 Vodnik

    hey blackjack - i guess all roads lead to opf  to your question: i am not sure about the difference between editable mesh or editable poly - the last max-version i tried was 3.0 and one of them - i think editable poly - was newly introduced at that time so no experience with that... regarding the polycount - i think it is usual in opf-modelling to count in verts (why is still a miracle to me) or tris (used to that) - allthough i never tried the triangulate/squarize option in o2 there is the same option in maya and i assume also in max. i can't directly export 3ds-files - have to use a converter (polytrans) but the import into o2 fails if i haven't triangulated in maya before... i am not sure if i understood your question completly but both are the true facecounts - one is the facecount in quads and one in tris (one quad can be devided into 2 tris...) therefore it is clear that your "tri-count" is double your "quadcount"... i think counting in tris is so popular among gameengines because graphic-cards only handle tris (somebody correct me if i'm wrong) and therefore even if you model in quads they will be triangulated by your graphic-card to be calculated... but usually if people speak about poylcount in opf they refer to tris... i hope this was of any help to you!! feel free to pm me for further questions (asking makes people smart... thats why i ask so much - i need to get smarter ) ... i heard about deep exploration (sounds nasty...) but it is simply to expansive my best friends father is an architect and he lets me use his pc to convert my stuff into 3ds with polytrans .... ... i think i dont want to talk about my own polycount i reached 6700 tris and 3850 verts now - will have to optimize drastically but please for the sake of my own ego - btt  edit: damn those two were faster then me - translating takes time...
×